hi i am working on a mech and have come to the unwrap, i have mirrored and reused as much as i can, however im struggling to fit everything onto one uv sheet and making sure nothing is pixelated, im wondering for a modern AAA game like titanfall 2 would they constrain everything to one sheet or is it more important to make sure nothing gets pixelated?
![Image: https://us.v-cdn.net/5021068/uploads/editor/l7/0ebjotjnw2no.jpg](https://us.v-cdn.net/5021068/uploads/editor/l7/0ebjotjnw2no.jpg)
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For a hero asset using several large maps is perfectly OK and in the case of something like titanfall they'll be doing a load of shader trickery on top of that to ramp up the awesome.
Base your decision on texel density - if you don't know what that is, have a search, it's been a hot topic lately
You have to test it in game to be sure.
If you don't have a a game to put it in, pick a number (512 pixels per metre would be a good start for fairly close up stuff on a modern console /pc)